EXVSFB/Wing Zero Custom: Difference between revisions

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Revision as of 03:51, 30 March 2015

EXVSFB WingZeroCustom.png

XXXG-00W0 Wing Gundam Zero (Endless Waltz Version)

Pilot: Heero Yuy

Cost: 3000

Durability: 650

Red Lock Range: 8.7 (long-range)

Number of BDs:

MA Mode: No

Equip Change: No

Dustloop Thread: Wing Zero Custom

JP Wiki: Wing Zero Custom

Common Nicknames: WZC, WZEW

JP Shorthand:

Introduction

Changes from EXVS
  • HP 680→650
  • Main: full 1hit dmg 32→38 (total dmg 141→144), Down Value 0.8→0.9/hit (full hit no longer Forced Down), Proration -11%→-13%/hit, hit# 6→5, Reload rate 1 ammo/4.5s→4s, muzzle correction slightly nerfed, →Sub/AC/BC cancel routes added
  • Multi-lock CS added
  • Sub: changed to Talgeese III Assist
  • [AC]: 1hit dmg 33→37 (total dmg 204→226), reload 15s→20s
  • [BC]: [4/6BC] directional jump added, +1 jump during EX; reload 10s→12s
  • 5B: total dmg 169→174
  • 4/6B: reach increased
  • 8B: total dmg 132→177
  • BD8B: total dmg 111→112

Moveset

Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main Buster Rifle 8 38~144 1 ammo/4s 4.5 Non-vernier, fire-while-moving gerobi
[CSa] Rolling Buster Rifle -- 170 4s 2.0 Spins counter-clockwise.

Has an omni-directional autoguard on startup.

Consumes 50% of Boost

[Multi-lock CSa] Twin Buster Rifle (Split Shot) -- 38~168 4s 4.8 Fires 1 thin gerobi beam at each target
[AB] Sub Tallgeese III Assist 1 17~101 16s ?? Fires a gerobi
[AC] TBR Max Output 1 37~226 20s 5.0 Large gerobi that causes an explosion at its point-of-impact

Consumes 28.57% of Boost

[BC] Flight 1 (2) -- 12s -- Hops in a direction: [5BC] upward, [8BC] forward, [2BC] backward, [4/6BC] sideways

Has 2 ammo during EX Burst

Consumes 13.27% of Boost

Melee Name Damage Proration Down Value Reach Notes
5BBB Beam Saber 169 53% 3.5 2.25 Decent priority but slow startup
5BB~8BB →Issen 174 43% 3.9 -- Forced camera change
6BB Side Combo 116 65% 2.7 2.25 Great priority; go-to melee attack
8BB Forward Combo 138 65% 2.3 2.25
2B Uppercut 77 82% 1.7 2.25 2hit grind, launched Down
BD8B Drill Rush 111 65% 2.1 4.0 Multi-hit

Can actually connect from 4.25 blocks away but isn't a full hit

Cancel Routes

WZC enjoys no cancel proration on these attacks

[A] Main → Sub, AC, BC

[CSa/MCSa] → BC

[AB] Sub → Main, AC, BC

[BC] → Main, Sub, AC, melee

Melee hit → BC

Ranged Moveset Details

Overview

[A] Main - Twin Buster Rifle

[CSa] - Rolling Buster Rifle

[MCSa] - TBR Split Shot

[AB] Sub - Tallgeese III Assist

kochira Wing Zero, engo wo yousei suru!

[AC] Special Shot - TBR Max Output

senmetsu suru...

[BC] Special Melee - Wing Jump

Melee Moveset Details

Overview

WZC's first stage performance is in line with that of other all-purpose MS, but its damage output is all-around not good, with poor return for effort...

In pretty much all cases the attacks are said to have strong priority, but their startups, reach, and approach speeds are all average or more often worse.

5BB~ - Beam Saber

3-stage beam saber attack with an issen followup option:

5B Attack Properties

Mostly used as a combo piece.

4/6B - Side Combo

Left hook followed by a slap by one of the wings:

4/6B Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Punch 60 80% 1.7 Down
2 2 Wing Slap 116 65% 2.7 Down

While the damage output isn't great, this is often WZC's go-to melee for two purposes: 1) baiting enemies then attacking with Main, or 2) re-aligning your shooting axis.

8B - Forward Combo

Shoulder tackle followed by a thrust with the beam saber:

8B Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Tackle 70 80% 1.7 Down
2 2 Stab 138 65% 2.3 3hit grind. Down.

WZC's most damage-efficient attack.

2B - Uppercut

Standard uppercut attack, but its a 2hit grind instead of a single hit:

2B Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Uppercut 77 82% 1.7 2hit grind. Launched Down

Does a more diagonal launch than vertical, which can be followed up with Main or [AC] easily.

BD Melee - Drill Rush

Thrusts the beam saber forward while doing a rapid barrel roll motion:

BD8B Attack Properties
Stage Hit# Attack Total Damage Total Proration Total Down Notes
1 1 Drill Rush 111 65% 2.1 7hit grind. Down.

EX Burst

ii darou..!

shatsu no hannou sokudo wo koero!

EX Attack

Target...locked on!

Twin Buster Rifle Barrage

253/248

Based on the scene in which WZC bombards the Bartons' fallout shelter, a ranged attack firing 3 shots. As usual, the attack has Super Armor at the beginning, but once you fire the first shot it no longer exists, so you can be shot out of it.

The firing is similar to [AC] TBR Max Output, but the startup is faster. Moreover, you can actually swap targets between each shot, allowing you to pressure both enemies, and the muzzle correction resets for each shot. Also similar to [AC], you can use it to followup a 2B uppercut for good reliability in landing damage. However, it's more often used from the edge of green lock as a rear support attack.

The most ideal way of using it is from a half-Burst before your first death.

EX Burst Selection

Assault Burst: +10% Damage, +5% Defense, Half-Burst restores 7 BDs

Raises your damage output and hastens BD speed (which allows you to more easily evade being captured by an enemy). [8BC]→Main→EX→[8BC]→Main x2 cam in a breath overtake a high-cost suit, or even outright annihilate a low-cost suit you are hunting.

However, as ever you are in sort of a race against time due from the moment you Burst, especially if it's a half-Burst. The reload rate of your armaments is the same as Blast Burst, but you have basically only half the active time. Also, this Burst is mostly suited toward melee performance, and as has already been shown clearly, WZC has pretty bad melee performance overall, and so it can feel somewhat wasteful in this department. You really are mostly just getting the damage boost for your Main.


Blast Burst: +2% Damage, +15% Defense, Half-Burst restores 4 BD's

Thanks to the extended active time compared to Assault Burst along with the hastened reload rate, it's not impossible to get 3-4 [BC]'s to work with while freely shooting Main. You don't really get as much utility out of Blue-step as most suits do, but it's still thought that Blast Burst has the best synergy with WZC, while also note really requiring as much deep thinking of how to apply it when using it.

Info and Tactics

Tactics

Partner Considerations

3000 Cost

2500 Cost

  • Deathscythe Hell

2000 Cost

  • Kshatriya
  • Heavyarms

1000 Cost

Combos

Standard Combos

Input Damage Notes
[A] BR Starter
BR>>BR 158 Zunda
[CSa] Starter
Input Damage Notes
5B Starter
5B>BR

5BB>BR

5BBB>BR

154

185

204

5BB>5BBB 204 BnB Combo
5BB>5BB~8BB 202 BnB #2, although the attack time is slightly longer for less damage.

Better knockaway.

5BB>6BB>BR 198
5BB~8B→CS 248 WZC's Death Combo
5BB~8B(1hit)>5BBB 206
5BB~8B(1hit)>8BB 207 Better damage efficiency
5BB~8B>2B 205
5BBB>>BD8B 206
4/6B Starter
6B>BR 154
6B>5BBB 186 BnB #3
6B>5BB~8BB
6B>6BB>BR 164
6B>8BB>BR 195
6B>2B>BR 164
6BB>BR 176
8B Starter
8B>BR 164
8B>8BB>BR 204 Use forward fuwastep to transition into second 8B
8BB>BR 197
8BB>AC 208
2B Starter
2B>BR 175
2B>AC
2B>5BBB 206
2B>5BB~8B(1hit)>8B 214
2B>8BB>BR 217
2B>2B>2B 188
2B>2B>2B(1hit)→CS 260 Use a right BD to stop the last 2B, and then release CS
BD8B Starter
BD8B(3hit)>BR 168

EX Combos

Input Damage Notes
[ABC] EX ???/??? Damage Reference
5B Starter
???/???
4/6B Starter
???/???
8B Starter
???/???
2B Starter
???/???
BD8B Starter
???/???

Unique Game Dialogue

External Links

Original Google Doc

Gundam Wiki Page


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